G-SYNC 101: Control Panel

G-SYNC Module

The G-SYNC module is a small chip that replaces the display’s standard internal scaler, and contains enough onboard memory to hold and process a single frame at a time.

The module exploits the vertical blanking interval (the span between the previous and next frame scan) to manipulate the display’s internal timings; performing G2G (gray to gray) overdrive calculations to prevent ghosting, and synchronizing the display’s refresh rate to the GPU’s render rate to eliminate tearing, along with the delayed frame delivery and adjoining stutter caused by traditional syncing methods.


The below Blur Busters Test UFO motion test pattern uses motion interpolation techniques to simulate the seamless framerate transitions G-SYNC provides within the refresh rate, when directly compared to standalone V-SYNC.

G-SYNC Activation

“Enable for full screen mode” (exclusive fullscreen functionality only) will automatically engage when a supported display is connected to the GPU. If G-SYNC behavior is suspect or non-functioning, untick the “Enable G-SYNC, G-SYNC Compatible” box, apply, re-tick, and apply.

Blur Buster's G-SYNC 101: Control Panel

G-SYNC Windowed Mode

“Enable for windowed and full screen mode” allows G-SYNC support for windowed and borderless windowed mode. This option was introduced in a 2015 driver update, and by manipulating the DWM (Desktop Windows Manager) framebuffer, enables G-SYNC’s VRR (variable refresh rate) to synchronize to the focused window’s render rate; unfocused windows remain at the desktop’s fixed refresh rate until focused on.

G-SYNC only functions on one window at a time, and thus any unfocused window that contains moving content will appear to stutter or slow down, a reason why a variety of non-gaming applications (popular web browsers among them) include predefined Nvidia profiles that disable G-SYNC support.

Note: this setting may require a game or system restart after application; the “G-SYNC Indicator” (Nvidia Control Panel > Display > G-SYNC Indicator) can be enabled to verify it is working as intended.

G-SYNC Preferred Refresh Rate

“Highest available” automatically engages when G-SYNC is enabled, and overrides the in-game refresh rate selector (if present), defaulting to the highest supported refresh rate of the display. This is useful for games that don’t include a selector, and ensures the display’s native refresh rate is utilized.

“Application-controlled” adheres to the desktop’s current refresh rate, or defers control to games that contain a refresh rate selector.

Note: this setting only applies to games being run in exclusive fullscreen mode. For games being run in borderless or windowed mode, the desktop dictates the refresh rate.


G-SYNC (GPU Synchronization) works on the same principle as double buffer V-SYNC; buffer A begins to render frame A, and upon completion, scans it to the display. Meanwhile, as buffer A finishes scanning its first frame, buffer B begins to render frame B, and upon completion, scans it to the display, repeat.

The primary difference between G-SYNC and V-SYNC is the method in which rendered frames are synchronized. With V-SYNC, the GPU’s render rate is synchronized to the fixed refresh rate of the display. With G-SYNC, the display’s VRR (variable refresh rate) is synchronized to the GPU’s render rate.

Upon its release, G-SYNC’s ability to fall back on fixed refresh rate V-SYNC behavior when exceeding the maximum refresh rate of the display was built-in and non-optional. A 2015 driver update later exposed the option.

This update led to recurring confusion, creating a misconception that G-SYNC and V-SYNC are entirely separate options. However, with G-SYNC enabled, the “Vertical sync” option in the control panel no longer acts as V-SYNC, and actually dictates whether, one, the G-SYNC module compensates for frametime variances output by the system (which prevents tearing at all times. G-SYNC + V-SYNC “Off” disables this behavior; see G-SYNC 101: Range), and two, whether G-SYNC falls back on fixed refresh rate V-SYNC behavior; if V-SYNC is “On,” G-SYNC will revert to V-SYNC behavior above its range, if V-SYNC is “Off,” G-SYNC will disable above its range, and tearing will begin display wide.

Within its range, G-SYNC is the only syncing method active, no matter the V-SYNC “On” or “Off” setting.

Currently, when G-SYNC is enabled, the control panel’s “Vertical sync” entry is automatically engaged to “Use the 3D application setting,” which defers V-SYNC fallback behavior and frametime compensation control to the in-game V-SYNC option. This can be manually overridden by changing the “Vertical sync” entry in the control panel to “Off,” “On,” or “Fast.”

2690 Comments For “G-SYNC 101”

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Hi. I’d like to ask one last thing. I don’t understand how it is with power in windows 11. I have 13900ks and according to the article I should turn on high performance. Is this the recommended order versus balanced in the case of 13900ks where there are small and large cores ? Thank you for the answer. I can’t find anywhere what is better for the processor in case of gsync.


This is a very nice article and I always link it to people who have doubts about G-SYNC.

With that said, I think an update is needed in regards to Reflex. In games where Reflex is available and enabled, the frame rate will be automatically capped to the ideal value (slightly bellow the refresh rate), so there’s no need to cap it via in-game settings or externally.

The optimal G-SYNC settings for these games would be G-SYNC+VSync enabled in the Control Panel and Reflex enabled in-game.


Hello. There are a few things I didn’t understand from the article and I would like to ask about them. I have a PG32UQX monitor with Gsync ultimate. I didn’t understand how it is with the Vsync setting. Should I rather use it on this monitor in game or in nvidia panel settings. So which is better for Gsync. And if I set vsync in the nvidia panel (which means I have my own 3d settings) will it change the look of the game ? Like texture quality and stuff. And the second thing. How about the windows power plan. Is it ok to use balance or is high/ultimate perfromance better ? Thanks..


I play valorant and want to know the best possible way to optimize my game for input lag. Please answer by letting me know what to do with the following settings: G sync on vs off, V sync on vs off, Nvidia Reflex on vs off, and fps cap. Thank you 🙂 I have 3080 and 5600x


Hello, I have an ASUS PG279QM monitor. This monitor has an FPS Counter feature with a graph displaying current frame rate. While testing with a Nvidia CP VSYNC ON + NVIDIA CP FPS LIMITER set to 237 FPS in a CS:GO game I’ve noticed that most of the time it is at 237-238 but sometimes it spikes to 240 on that “FPS Counter” graph, so does it mean that GSync is disabled and VSYNC and its latency is enabled in that case? I tried to cap it to 235 fps and still sometimes it shows me 240, I tried to lower it to 230 fps and then I didn’t noticed these spikes to 240 on that graph on my monitor. Right now I’m not sure whether I should stick to 237 FPS or to 230 because I mainly concerned whether Gsync may be disabled in that “spike case”, but I’m not sure maybe it is just a graph that is not very precise? What is your opinion on this? Also, I’ve tried to use an “In game” limiter in CS:GO but it is far less consistent compared to NVidia’s one. I’ve read articles and it is said that the recommendation is to set it to “-3 FPS” but in my case I’m not sure. What’s your thought on this? Thanks. 🙂